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brandon007
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Posted: 14 Oct, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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It depends on what you name the bones if you make them.
Muzzles are where projectiles are created. A Yaw would be bones that swing left, or right. A Pitch is what moves up and down.
Recoil is the bone that moves backwards (If its defined) when the muzzle fires.
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liveordie
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Posted: 14 Oct, 2011
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Joined: 02 Jul, 2010 Posts: 1264
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Blackswimmer wrote: Can anyone tell me what names the game uses for bones? I don't know what to call the weapon bones.
Thanks for your help. Names used are the following most FA units follow these if there more one then it would be Muzzle01 Muzzle02 same goes for the barrels. Turret ---> Rack ---> Barrel ---> Muzzle AA_Turret ---> AA_Rack ---> AA_Barrel ---> AA_Muzzle it really doesn't matter.
_________________ Creator of SupCom2 Revamp Expansion Mod


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jgaltrearden
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Posted: 14 Oct, 2011
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Joined: 08 Mar, 2009 Posts: 27
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Well if you are making new weapons you will have to create the bones from blender and then just reference them in the bp file. What exactly are you trying to do?
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Blackswimmer
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Posted: 16 Oct, 2011
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Joined: 23 Sep, 2011 Posts: 18
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Thanks for your help, what I am trying to do is make a new unit. I wondered what bones are necessary and if there were any specific names that need to be assigned.
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aburk
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Posted: 19 Dec, 2011
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Joined: 14 Mar, 2010 Posts: 29 Location: Burlington... somewhere
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Anyone know where to get an importer/exporter for any program?
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brandon007
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Posted: 19 Dec, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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aburk wrote: Anyone know where to get an importer/exporter for any program? There are only Importer/Exporters made for Blender and 3DS Max. Any other programs are unsupported.
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aburk
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Posted: 19 Dec, 2011
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Joined: 14 Mar, 2010 Posts: 29 Location: Burlington... somewhere
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Where can I get one then? Cause I wanna start into the modding again.
Aburk
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brandon007
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Posted: 19 Dec, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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aburk wrote: Where can I get one then? Cause I wanna start into the modding again.
Aburk Which one do you want? 3DS Max Importer/Exporter? Or the Blender one?
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OrangeKnight
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Posted: 19 Dec, 2011
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Joined: 02 Mar, 2007 Posts: 9003 Location: Ninja Editing Your Post from a Canadian IPhone
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aburk
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Posted: 20 Dec, 2011
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Joined: 14 Mar, 2010 Posts: 29 Location: Burlington... somewhere
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I would go for blender, but there is one problem... That page won't load.
Aburk
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aburk
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Posted: 21 Dec, 2011
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Joined: 14 Mar, 2010 Posts: 29 Location: Burlington... somewhere
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As far as the download page doesn't exist anymore, anywhere else you guys know where you could get it?
Aburk
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Pureon
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Posted: 06 Feb, 2012
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Joined: 09 Aug, 2007 Posts: 337
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For anyone who wants the Blender importer and exporter scripts for Supreme Commander, they can be downloaded from pastebin: supcom-exporter-V3supcom-importer-V3At the top of those pastebin pages click the ' DOWNLOAD' link - save each file into Blender's ' scripts' folder (Blender\.blender\scripts) and rename both files from .txt to .py - so they are called supcom-exporter-v3.py and supcom-importer-v3.pySee the first post of this topic for everything else
_________________
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brute51
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Posted: 07 Feb, 2012
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Joined: 08 May, 2008 Posts: 821
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Alternative download link here. This is the same file as Pureon mentioned, hosted on MediaFire.
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SeptimusHeap
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Posted: 15 May, 2012
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Joined: 12 May, 2012 Posts: 24
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I'm using Blender 2.62 for Windows 7, and my scripts folder is located in Blender\2.62\scripts, so I put the importer there. I can't see the file when I navigate to my mod folder, though. Did I install wrong or must I open it differently?
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Jade Mantis
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Posted: 20 Jun, 2012
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Joined: 11 Jul, 2007 Posts: 282
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SeptimusHeap wrote: I'm using Blender 2.62 for Windows 7, and my scripts folder is located in Blender\2.62\scripts, so I put the importer there. I can't see the file when I navigate to my mod folder, though. Did I install wrong or must I open it differently? The current import/export scripts are incompatible with Blender 2.57 and higher, due to the way they restructured a lot of the internal architecture. You'll have to use an earlier version of Blender for import\export purposes, or get someone knowledgeable in Python to update the scripts to the current format for you.
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ziomek15pl
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Posted: 31 Mar, 2013
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Joined: 29 Mar, 2013 Posts: 13
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Scripits for export don't work for me. I'm using Blender 2.49 and while import works fine, export freezes whole program (not responding). Any help?
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ziomek15pl
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Posted: 02 Apr, 2013
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Joined: 29 Mar, 2013 Posts: 13
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Okay now I'm having this error: Code: Compiled with Python version 2.4. Checking for installed Python... got it!
Exporting model: Armature ---------------------------------- Traceback (most recent call last): File "<string>", line 1191, in bevent File "<string>", line 949, in export File "<string>", line 720, in make_scm AttributeError: objects Traceback (most recent call last): File "<string>", line 1191, in bevent File "<string>", line 924, in export AttributeError: objects
or Code: Exporting model: Armature ---------------------------------- Traceback (most recent call last): File "<string>", line 1191, in bevent File "<string>", line 949, in export File "<string>", line 720, in make_scm AttributeError: objects Using Blender 2.42
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